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 └→ Saidar Guide.

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h3artl3ss
The Enigmatic Wanderer
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PostSubject: └→ Saidar Guide.   Sun Dec 29, 2013 10:12 pm



An Informative Guide to Saidar
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- --- -  Spinning Weaves   - --- -  Saidin   - --- -  True Power   - --- -

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--  Synopsis:

Harnessing saidar makes a character feel truly alive, a sensation far beyond anything that can be achieved through the mundane ways of those incapable of channeling; there is no looking back for most. All senses are heightened, more crisp and distinct, able to detect the faintest of scents and pick out individual leaves on a far distant tree... It is no wonder that a "stilled" woman-- severed from the Source-- has a very short life span.

A character holding saidar will be enveloped by a glowing nimbus visible to other female characters capable of channeling, enabling them to gauge its "Strength of Power." A channeling female will only be able to sense the ability in other female characters, when present, if the two are in close proximity unless they are actively holding the Power. Weaves of the female Source will also be reasonably visible, even at a distance.

Channeling males will not be able to detect the ability in channeling females, though they will be able to identify when a female is holding Saidar or actively channeling at a reasonable distance by recognizing a bodily chill; often accompanied by goosebumps. Weaves of saidar are imperceptible though they can be reasoned out.

Women are generally stronger with channeling Air and Water than men, but Spirit seems equally distributed.

Because saidar was never tainted its usage was never prohibited or viewed with outright intolerance, with few exceptions, and has been able to retain old knowledge and traditions passed down from the Age of Legends via the long established and acclaimed White Tower. Aes Sedai are powerful yet generally distrusted by others.

--  Default Benefits:

Channeling females will automatically have a 5th Class affinity for Water and Air.

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--  Notable Risk:
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Overdrawing;
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It is possible for a character to "overdraw" upon the True Source, exceeding the amount of Power it can safely harness and wield; this limitation is relevant to "Strength of Power." The consequences of overdrawing vary, but in most cases it will result in having the ability to channel permanently burned out or an eruption of powerful channeling based strongly on elemental affinities. These results will be based on the amount of turns.

--  Overdrawing Basis:

Any channeling character is able to "overdraw" for three turns with no permanent effects, though they will be extremely fatigued and most likely rendered incapable of channeling for at least one full ICharacter day.

Overdrawing exceeds a character's "Strength of Power" by a maximum value of 50.

Overdrawing for longer than three turns will result in permanent effects, though the amount of turns will determine how severe those effects are. Ceasing before the tenth turn will either result in a reduced "Strength of Power" or having the ability to channel burned out completely; continuing to the tenth turn is lethal.

Overdrawing on the tenth and final turn boosts a character's "Strength of Power" by a maximum value of 100.



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